|| !strncmp(tx->name,"*teleport",9)
|| !strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
tx->flags |= SURF_DRAWFULLBRIGHT | SURF_DRAWNOALPHA;
+ else
+ tx->flags |= SURF_WATERALPHA;
tx->shader = &Cshader_water;
}
else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
}
tx->detailtexture = detailtextures[i % NUM_DETAILTEXTURES];
+ // start out with no animation
+ tx->currentframe[0] = tx;
+ tx->currentframe[1] = tx;
}
// sequence the animations
memcpy(poly->verts, verts, numverts * sizeof(float[3]));
}
+void Mod_ShadowBrush_AddPolygonI(mempool_t *mempool, svbrush_t *brush, int numverts, float *verts)
+{
+ int i;
+ float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
+ svpolygon_t *poly;
+ for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
+ {
+ VectorSubtract(v0, v1, dir0);
+ VectorSubtract(v2, v1, dir1);
+ CrossProduct(dir0, dir1, normal);
+ if (DotProduct(normal, normal) >= 0.1)
+ break;
+ }
+ if (i == numverts)
+ return;
+ VectorNormalize(normal);
+ dist = DotProduct(verts, normal);
+ VectorNegate(normal, normal);
+ dist = -dist;
+
+ poly = Mem_Alloc(mempool, sizeof(svpolygon_t) + numverts * sizeof(float[3]));
+ poly->numverts = numverts;
+ poly->verts = (float *)(poly + 1);
+ VectorCopy(normal, poly->normal);
+ poly->dist = dist;
+ poly->next = brush->polygons;
+ brush->polygons = poly;
+ for (i = 0, v0 = verts + (numverts - 1) * 3, v1 = poly->verts;i < numverts;i++, v0 -= 3, v1 += 3)
+ VectorCopy(v0, v1);
+}
+
void Mod_ShadowBrush_EndBrush(svworld_t *world, svbrush_t *brush)
{
int i;
e->cullradius2 = DotProduct(e->light, e->light) / (e->falloff * e->falloff * 8192.0f * 8192.0f);// + 4096.0f;
if (e->cullradius2 > 4096.0f * 4096.0f)
e->cullradius2 = 4096.0f * 4096.0f;
- e->cullradius = sqrt(e->cullradius2);
+ e->cullradius = e->lightradius = sqrt(e->cullradius2);
leaf = Mod_PointInLeaf(e->origin, loadmodel);
if (leaf->compressed_vis)
pvs = Mod_DecompressVis (leaf->compressed_vis, loadmodel);
if (loadmodel->surfacevisframes[j] == -2)
e->surfaces[e->numsurfaces++] = loadmodel->surfaces + j;
}
+#if 1
{
// find bounding box and sphere of lit surfaces
// (these will be used for creating a shape to clip the light)
radius2 = dist;
}
}
- /*
if (e->cullradius2 > radius2)
{
e->cullradius2 = radius2;
e->cullradius = sqrt(e->cullradius2);
}
- */
}
+#endif
+#if 1
+ e->mins[0] = e->origin[0] - e->cullradius;
+ e->maxs[0] = e->origin[0] + e->cullradius;
+ e->mins[1] = e->origin[1] - e->cullradius;
+ e->maxs[1] = e->origin[1] + e->cullradius;
+ e->mins[2] = e->origin[2] - e->cullradius;
+ e->maxs[2] = e->origin[2] + e->cullradius;
+#endif
#if 1
// clip shadow volumes against eachother to remove unnecessary
// polygons (and sections of polygons)
{
- vec3_t temp, outermins, outermaxs, innermins, innermaxs;
+ vec3_t temp;
+ //vec3_t polymins, polymaxs;
int maxverts = 4;
float *verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
float f, *v0, *v1, projectdistance;
svworld_t *svworld;
svbrush_t *svbrush;
+ svworld = Mod_ShadowBrush_NewWorld(loadmodel->mempool);
+#if 0
+ {
+ vec3_t outermins, outermaxs, innermins, innermaxs;
innermins[0] = e->mins[0] - 1;
innermins[1] = e->mins[1] - 1;
innermins[2] = e->mins[2] - 1;
outermaxs[0] = loadmodel->normalmaxs[0] + 1;
outermaxs[1] = loadmodel->normalmaxs[1] + 1;
outermaxs[2] = loadmodel->normalmaxs[2] + 1;
- svworld = Mod_ShadowBrush_NewWorld(loadmodel->mempool);
- for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
- {
- if (!(surf->flags & SURF_SHADOWCAST))
- continue;
- f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- projectdistance = e->cullradius + f;
- if (projectdistance < 0.1 || projectdistance > e->cullradius)
- continue;
- VectorSubtract(e->origin, surf->poly_center, temp);
- if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
- continue;
- if (maxverts < surf->poly_numverts)
- {
- maxverts = surf->poly_numverts;
- if (verts)
- Mem_Free(verts);
- verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
- }
- svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
- // copy the original polygon, reversed, for the front cap of the volume
- for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
- VectorCopy(v0, v1);
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
- // project the original polygon, for the back cap of the volume
- for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
- {
- VectorSubtract(v0, e->origin, temp);
- VectorNormalize(temp);
- VectorMA(v0, projectdistance, temp, v1);
- }
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
- // project the shadow volume sides
- for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
- {
- VectorCopy(v0, &verts[0]);
- VectorCopy(v1, &verts[3]);
- VectorCopy(v1, &verts[6]);
- VectorCopy(v0, &verts[9]);
- VectorSubtract(&verts[6], e->origin, temp);
- VectorNormalize(temp);
- VectorMA(&verts[6], projectdistance, temp, &verts[6]);
- VectorSubtract(&verts[9], e->origin, temp);
- VectorNormalize(temp);
- VectorMA(&verts[9], projectdistance, temp, &verts[9]);
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
- }
- Mod_ShadowBrush_EndBrush(svworld, svbrush);
- }
// add bounding box around the whole shadow volume set,
// facing inward to limit light area, with an outer bounding box
// facing outward (this is needed by the shadow rendering method)
verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermins[2];
Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ }
+#endif
+#define SHADOWCASTFRONT 1
+#if SHADOWCASTFRONT
+ for (j = 0;j < e->numsurfaces;j++)
+ {
+ surf = e->surfaces[j];
+#else
+ for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
+ {
+#endif
+ if (!(surf->flags & SURF_CLIPSOLID))
+ continue;
+ f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+#if SHADOWCASTFRONT
+ projectdistance = e->cullradius - f;
+#else
+ projectdistance = e->cullradius + f;
+#endif
+ if (projectdistance < 0.1 || projectdistance > e->cullradius)
+ continue;
+ VectorSubtract(e->origin, surf->poly_center, temp);
+ if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
+ continue;
+ /*
+ VectorCopy(surf->poly_verts, polymins);
+ VectorCopy(surf->poly_verts, polymaxs);
+ for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
+ {
+ if (polymins[0] > v0[0]) polymins[0] = v0[0];if (polymaxs[0] < v0[0]) polymaxs[0] = v0[0];
+ if (polymins[1] > v0[1]) polymins[1] = v0[1];if (polymaxs[1] < v0[1]) polymaxs[1] = v0[1];
+ if (polymins[2] > v0[2]) polymins[2] = v0[2];if (polymaxs[2] < v0[2]) polymaxs[2] = v0[2];
+ }
+ if (polymins[0] > e->maxs[0] || polymaxs[0] < e->mins[0]
+ || polymins[1] > e->maxs[1] || polymaxs[1] < e->mins[1]
+ || polymins[2] > e->maxs[2] || polymaxs[2] < e->mins[2])
+ continue;
+ */
+ if (maxverts < surf->poly_numverts)
+ {
+ maxverts = surf->poly_numverts;
+ if (verts)
+ Mem_Free(verts);
+ verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+ }
+ svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+#if SHADOWCASTFRONT
+ // copy the original polygon, for the front cap of the volume
+ for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+ VectorCopy(v0, v1);
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+ // project the original polygon, reversed, for the back cap of the volume
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+ {
+ VectorSubtract(v0, e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(v0, projectdistance, temp, v1);
+ }
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+ // project the shadow volume sides
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+ {
+ VectorCopy(v1, &verts[0]);
+ VectorCopy(v0, &verts[3]);
+ VectorCopy(v0, &verts[6]);
+ VectorCopy(v1, &verts[9]);
+ VectorSubtract(&verts[6], e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+ VectorSubtract(&verts[9], e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ }
+#else
+ // copy the original polygon, reversed, for the front cap of the volume
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+ VectorCopy(v0, v1);
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+ // project the original polygon, for the back cap of the volume
+ for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+ {
+ VectorSubtract(v0, e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(v0, projectdistance, temp, v1);
+ }
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+ // project the shadow volume sides
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+ {
+ VectorCopy(v0, &verts[0]);
+ VectorCopy(v1, &verts[3]);
+ VectorCopy(v1, &verts[6]);
+ VectorCopy(v0, &verts[9]);
+ VectorSubtract(&verts[6], e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+ VectorSubtract(&verts[9], e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ }
+#endif
+ Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ }
// clip away hidden polygons
Mod_ShadowBrush_ProcessWorld(loadmodel->mempool, svworld);
// build the triangle mesh
}
#endif
+surfmesh_t *Mod_AllocSurfMesh(int numverts, int numtriangles)
+{
+ surfmesh_t *mesh;
+ mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + numtriangles * sizeof(int[6]) + numverts * (4 + 4 + 4 + 4 + 4 + 4 + 4 + 1) * sizeof(float));
+ mesh->numverts = numverts;
+ mesh->numtriangles = numtriangles;
+ mesh->verts = (float *)(mesh + 1);
+ mesh->str = mesh->verts + mesh->numverts * 4;
+ mesh->uvw = mesh->str + mesh->numverts * 4;
+ mesh->abc = mesh->uvw + mesh->numverts * 4;
+ mesh->svectors = (float *)(mesh->abc + mesh->numverts * 4);
+ mesh->tvectors = mesh->svectors + mesh->numverts * 4;
+ mesh->normals = mesh->tvectors + mesh->numverts * 4;
+ mesh->lightmapoffsets = (int *)(mesh->normals + mesh->numverts * 4);
+ mesh->index = mesh->lightmapoffsets + mesh->numverts;
+ mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
+ return mesh;
+}
+
void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
{
int i, iu, iv, *index, smax, tmax;
vscale = (vscale - vbase) * 16.0 / ((surf->extents[1] & ~15) + 16);
}
- surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[6]) + surf->poly_numverts * (4 + 4 + 4 + 4 + 1 + 3) * sizeof(float));
- mesh->numverts = surf->poly_numverts;
- mesh->numtriangles = surf->poly_numverts - 2;
- mesh->verts = (float *)(mesh + 1);
- mesh->str = mesh->verts + mesh->numverts * 4;
- mesh->uvw = mesh->str + mesh->numverts * 4;
- mesh->abc = mesh->uvw + mesh->numverts * 4;
- mesh->lightmapoffsets = (int *)(mesh->abc + mesh->numverts * 4);
- mesh->index = mesh->lightmapoffsets + mesh->numverts;
- mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
- mesh->normals = (float *)(mesh->triangleneighbors + mesh->numtriangles * 3);
+ surf->mesh = mesh = Mod_AllocSurfMesh(surf->poly_numverts, surf->poly_numverts - 2);
index = mesh->index;
for (i = 0;i < mesh->numtriangles;i++)
mesh->abc[i * 4 + 0] = s * (1.0f / 16.0f);
mesh->abc[i * 4 + 1] = t * (1.0f / 16.0f);
mesh->lightmapoffsets[i] = ((iv * (smax+1) + iu) * 3);
- mesh->normals[i * 3 + 0] = normal[0];
- mesh->normals[i * 3 + 1] = normal[1];
- mesh->normals[i * 3 + 2] = normal[2];
}
+ Mod_BuildTextureVectorsAndNormals(mesh->numverts, mesh->numtriangles, mesh->verts, mesh->str, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals);
}
void Mod_GenerateVertexMesh (msurface_t *surf)
surf->lightmaptexturestride = 0;
surf->lightmaptexture = NULL;
- surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[6]) + surf->poly_numverts * (4 + 4 + 4 + 3) * sizeof(float));
- mesh->numverts = surf->poly_numverts;
- mesh->numtriangles = surf->poly_numverts - 2;
- mesh->verts = (float *)(mesh + 1);
- mesh->str = mesh->verts + mesh->numverts * 4;
- mesh->abc = mesh->str + mesh->numverts * 4;
- mesh->index = (int *)(mesh->abc + mesh->numverts * 4);
- mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
- mesh->normals = (float *)(mesh->triangleneighbors + mesh->numtriangles * 3);
+ surf->mesh = mesh = Mod_AllocSurfMesh(surf->poly_numverts, surf->poly_numverts - 2);
index = mesh->index;
for (i = 0;i < mesh->numtriangles;i++)
mesh->verts[i * 4 + 2] = in[2];
mesh->str[i * 4 + 0] = s / surf->texinfo->texture->width;
mesh->str[i * 4 + 1] = t / surf->texinfo->texture->height;
+ mesh->uvw[i * 4 + 0] = 0;
+ mesh->uvw[i * 4 + 1] = 0;
mesh->abc[i * 4 + 0] = s * (1.0f / 16.0f);
mesh->abc[i * 4 + 1] = t * (1.0f / 16.0f);
- mesh->normals[i * 3 + 0] = normal[0];
- mesh->normals[i * 3 + 1] = normal[1];
- mesh->normals[i * 3 + 2] = normal[2];
}
+ Mod_BuildTextureVectorsAndNormals(mesh->numverts, mesh->numtriangles, mesh->verts, mesh->str, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals);
}
void Mod_GenerateSurfacePolygon (msurface_t *surf)
Mod_FinalizePortals();
}
+static void Mod_BuildSurfaceNeighbors (msurface_t *surfaces, int numsurfaces, mempool_t *mempool)
+{
+ #if 0
+ int surfnum, vertnum, snum, vnum;
+ msurface_t *surf, *s;
+ float *v0, *v1, *v2, *v3;
+ for (surf = surfaces, surfnum = 0;surfnum < numsurfaces;surf++, surfnum++)
+ {
+ surf->neighborsurfaces = Mem_Alloc(mempool, surf->poly_numverts * sizeof(msurface_t *));
+ for (vertnum = 0;vertnum < surf->poly_numverts;vertnum++)
+ {
+ v0 = surf->poly_verts + ((vertnum + 1) % surf->poly_numverts) * 3;
+ v1 = surf->poly_verts + vertnum * 3;
+ surf->neighborsurfaces[vertnum] = NULL;
+ for (s = surfaces, snum = 0;snum < numsurfaces;s++, snum++)
+ {
+ if (s == surf)
+ continue;
+ for (vnum = 0, v2 = s->poly_verts + (s->poly_numverts - 1) * 3, v3 = s->poly_verts;vnum < s->poly_numverts;vnum++, v2 = v3, v3 += 3)
+ {
+ if (v0[0] == v2[0] && v0[1] == v2[1] && v0[2] == v2[2] && v1[0] == v3[0] && v1[1] == v3[1] && v1[2] == v3[2])
+ {
+ surf->neighborsurfaces[vertnum] = s;
+ break;
+ }
+ }
+ if (vnum < s->poly_numverts)
+ break;
+ }
+ }
+ }
+ #endif
+}
+
/*
=================
Mod_LoadBrushModel
extern void R_Model_Brush_DrawSky(entity_render_t *ent);
extern void R_Model_Brush_Draw(entity_render_t *ent);
//extern void R_Model_Brush_DrawFakeShadow(entity_render_t *ent);
-extern void R_Model_Brush_DrawDepth(entity_render_t *ent);
+extern void R_Model_Brush_DrawBaseLighting(entity_render_t *ent);
extern void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume);
-extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor);
-extern void R_Model_Brush_DrawOntoLight(entity_render_t *ent);
+extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor);
void Mod_LoadBrushModel (model_t *mod, void *buffer)
{
int i, j;
mod->DrawSky = NULL;
mod->Draw = R_Model_Brush_Draw;
mod->DrawFakeShadow = NULL;
- mod->DrawDepth = R_Model_Brush_DrawDepth;
+ mod->DrawBaseLighting = R_Model_Brush_DrawBaseLighting;
mod->DrawShadowVolume = R_Model_Brush_DrawShadowVolume;
mod->DrawLight = R_Model_Brush_DrawLight;
- mod->DrawOntoLight = R_Model_Brush_DrawOntoLight;
+ mod->texturesurfacechains = Mem_Alloc(originalloadmodel->mempool, mod->numtextures * sizeof(msurface_t *));
if (mod->nummodelsurfaces)
{
// LordHavoc: calculate bmodel bounding box rather than trusting what it says
// we only need to have a drawsky function if it is used (usually only on world model)
if (surf->texinfo->texture->shader == &Cshader_sky)
mod->DrawSky = R_Model_Brush_DrawSky;
+ // link into texture chain
+ surf->texturechain = mod->texturesurfacechains[surf->texinfo->texture - mod->textures];
+ mod->texturesurfacechains[surf->texinfo->texture - mod->textures] = surf;
+ // calculate bounding shapes
for (k = 0;k < surf->numedges;k++)
{
l = mod->surfedges[k + surf->firstedge];
mod->radius2 = 0;
mod->shadowmesh = NULL;
}
+ Mod_BuildSurfaceNeighbors(mod->surfaces + mod->firstmodelsurface, mod->nummodelsurfaces, originalloadmodel->mempool);
mod->numleafs = bm->visleafs;